Like most city lovers of a certain age, I spent many hours as a kid playing SimCity. For readers who are tragically uninitiated, SimCity is one of the iconic computer games of the 1990s, though new versions have been released as recently as 2013. Playing as mayor (or, really, dictator, but more on that later), you shepherded the growth of a city from its very first streets to towering skyscrapers—assuming you weren’t wiped out by tornados, fires, or aliens. By making thousands and thousands of people plan commercial, industrial, and residential districts for their virtual towns, the creators of SimCity have probably done more than anyone in the history of the world to introduce basic principles of zoning to the public.

SimCity 2000. Credit: 01229, Flickr
SimCity 2000. Credit: 01229, Flickr

Recently, I started playing a successor to SimCity, Cities: Skylines (or CS, as I’ll call it). CS is very much like SimCity, with some added details (at least compared to the last version I played) and much better graphics. But unlike when I was ten, I can also appreciate that CS, like SimCity, has a whole host of assumptions about how cities work, and how urban governance works, built into the gameplay—assumptions that are both frustrating as a player and fascinating as someone who spends a lot of time thinking about real urban planning and governance. While all games that simulate real life are of course drastically simplified, the way that they’re simplified often speaks to the actual worldview of the people who design and play them. With that in mind, here are some notes on what a video game can teach us about the biases and blind spots of real-life urban planning in the US:

Read the rest at City Observatory.